Hey there,
Previously i found a few issues with OpenQuest running in the original
DOTT interpreter.
**The stopTalking opcode wasn't implemented**
I decided to have a look around the ScummVM source to see if there
were any equivalents to stopTalking. Interestingly enough, there were.
1) putActorAt will call stopTalking provided the actor:
- is visible
- is going to be put in a room other than the current
- is currently talking
Then looking further past the opcodes themselves...
2) Any operation which results in Actor::putActor being called with
the same conditions as #1. Called directly by the following opcodes:
- putActorAt (note duplication of logic for #1)
- putActorAtObject
3) Any call to ScummEngine::actorTalk with actor number 0xFF. Note
that "_keepText" needs to be set to false by a code in the text, which
can be either #3 or #119.
Technically speaking, stopTalking() actually sets "_keepText" to
false, so in theory making a character speak one of the aforementioned
codes should be all that is needed.
Called directly by the following:
- actorSay
**Characters didn't always face each other when talking**
Not really figured this one out yet. If you remember when i checked
out the DOTT scripts, actorFace was fed in actors during cutscenes,
and considering that OpenQuest does the same thing, then i can't see
that being an issue.
The only other thing i can think of is perhaps it's a problem with the
costumes? Though that wouldn't make much sense either.
**The letter "P" took the place of empty inventory slots**
Still a mystery for me. Perhaps we should make dummy icons for the
empty slots?
**Actor names weren't displayed on mouseover**
I'm going to have to go with your theory and suggest that the actor
object name should be used.
I'll be seeing if i can fix the issues i have figured out, so stay
tuned.
Regards,
James S Urquhart
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